Short Break Between Sequence of Colors

In my really simple simon says type game, there is a sequence of colors the player has to match. The only problem is when the computer decides if the player answers correctly, it instantly goes to the next sequence. I would like to have the game wait for a second before going on to the next sequence, but I don’t know how. If anyone knows why, I would appreciate it if you let me know. My script:

	public void ColorPressed(int whichButton){

		if (activeSequence [inputInSequence] == whichButton) {
			if (gameActive) {
				Debug.Log ("Correct");
				waitBetweenLevels -= Time.deltaTime;
				inputInSequence++;
			}
			if (inputInSequence >= activeSequence.Count) {
				if (activeSequence.Count > PlayerPrefs.GetInt ("EasyHighScore")) {
					PlayerPrefs.SetInt ("EasyHighScore", activeSequence.Count);
				}
				scoreText.text = "Score: " + activeSequence.Count + "- High Score: " + PlayerPrefs.GetInt ("EasyHighScore");
				posInSequence = 0;
				inputInSequence = 0;
				colorSelect = Random.Range (0, colors.Length);
				activeSequence.Add (colorSelect);
				colors [activeSequence [posInSequence]].color = new Color (colors [activeSequence [posInSequence]].color.r, colors [activeSequence [posInSequence]].color.g, colors [activeSequence [posInSequence]].color.b, 1f);
				buttonSounds [activeSequence [posInSequence]].Play ();
				litCounter = lit;
				shouldBeLit = true;
				gameActive = false;
				correct.Play ();
				//Break Here
			}

your example has a ton of code, so i haven’t read it.
(in general folks are more likely to read code you post when it’s the minimal amount of code which demonstrates the problem you’re having)

but this sounds like a good use for a coroutine.
coroutines are perfect for sequences of things with pauses included.

here’s an example.

void doSomeStuff() {
  // this is a normal routine, and will return like normal

  StartCoroutine(myCR("hello"));

  // execution flows straight through to here after _starting_ the coroutine.
  // ie, in this function, execution does not wait for the coroutine to finish.
}

IEnumerator myCR(string exampleParameter) {
  Debug.log("here's a line");
  yield return new WaitForSeconds(2);
  Debug.log("here's a line 2 seconds later. also here's that parameter: " + exampleParameter);
}